Search results for #ProceduralAnimation
Used unit 6.2 with unity’s animation rigging. With single aim constraints and script for procedural rotation, and legs with inverse kinematics #proceduralanimation #AnimationRigging
Grow Infinite—procedural magic for Blender that brings organic motion to life! Animate with elegance. 🌀🧬 #BlenderFX #ProceduralAnimation #GumroadFinds #IndieDev 👉 fxmode.gumroad.com/l/GrowInfinite…
This thing’s big enough to snack on final boss fights. Good thing it prefers spores and sunshine 🐛☀️#indiegame #gamedev #proceduralanimation #nausicaa
One the plus side, the design is at the point when even if it's a glitch, it still kind of moves nice, that's a vast improvement over past systems. #proceduralAnimation #gamedev #videogames
Socially awkward Dinobird can snoot #unrealengine5 #controlrig #proceduralanimation
More testing and just by enabling the chest point statically between the two hands, I suddenly get so much swinging in the motion!!! And again, barely any work for a system to implement, this is shaping out to be pretty nice #proceduralAnimation #gamedev #videogames
Quite the upgrade from yesterday. Better anchoring and point priority effecting the center. Next, is the more subtle motion... and twisting... I don't look forward to coding that, but it'll allow me to do so much more once it's in. #proceduralAnimation #gamedev #videogames
I'm now working on the 'puppet' system my code will use as the input to direct the actor. The hope, is to work out which puppet part has priority, and adapt the pull and pose across the actor. We'll see how it goes. #proceduralAnimation #gamedev #videogames
As part of my effort to get to playable content, I'm taking the time to port my older phy animation system to the new one. I've got the one to one working in the new system, so now I'll be able to start mixing and matching from both! #proceduralAnimation #gamedev #videogames
Gaits for Dinobird: Walking, Running, and Sprinting. This was refreshingly straight forward compared to RootYaw and Jumping, and it works pretty well with the other systems with no nasty surprises. A good week! #unrealengine5 #controlrig #proceduralanimation #technicalanimation
Started implementing Jump Wed last week, figuring it was gonna be relatively easy and fast. I was wrong, so so wrong. But after three days of banging my head against the wall, the wall fell. Now Murder bird can jump, jump, jump #unrealengine5 #controlrig #proceduralanimation
The recent progress has me looking at some of my old prototypes. A look at gen 3, back when I was still doing full rigidbody agents. Didn't work out in the end, but still love these early tests video, well see if I can't do this with the new one. #proceduralAnimation #gamedev
It took so so long! To get twisting and rotating the torso to not glitch out, but I got it! And reaching targets with the arms, still propagate down the body even when upside down yay! ...This guy has some major core strength. #proceduralAnimation #gamedev #videogames
Another stumper Twitter UE devs! The Boxes are where I want the feet to be, drawn different when on ground/air. But the feet are popping back to very old position from the start of the jump upon landing. 1/3 #unrealengine5 #controlrig #proceduralanimation
The script is now broken up into swappable modules, so I have far more control and the arms are better yay! Downside... it highlights the wobbly torso, can't put that off any longer, so next id giving this guy a proper spine. #proceduralAnimation #gamedev #videogames
Did a test today. The actor picks random points in front of himself to point his torch at. So this is no input from me, how the current set up handles just randomly looking around by itself. #proceduralAnimation #gamedev #videogames
First test at having the arms effect the torso. By increasing the right arm's influence, I can start to animate the whole upper body, just by moving the right arm's target point. #proceduralAnimation #gamedev #videogames
Getting twist motion into the spin. Just coding the logic for it's acceleration, and deacceleration and wobble. Now it's there, I can start coding things like arm movement to effect it, for easy whole body posing, with minimal input. #proceduralAnimation #gamedev #videogames
